#include <extra2d/graphics/backends/vulkan/vk_renderer.h>
#include <extra2d/utils/logger.h>

namespace extra2d {

VulkanRenderer::VulkanRenderer() = default;

VulkanRenderer::~VulkanRenderer() {
    shutdown();
}

bool VulkanRenderer::init(IWindow* window) {
    E2D_LOG_WARN("Vulkan renderer is not fully implemented yet");
    initialized_ = true;
    return true;
}

void VulkanRenderer::shutdown() {
    initialized_ = false;
}

void VulkanRenderer::beginFrame(const Color &clearColor) {
    // TODO: 实现Vulkan帧开始
}

void VulkanRenderer::endFrame() {
    // TODO: 实现Vulkan帧结束
}

void VulkanRenderer::setViewport(int x, int y, int width, int height) {
    // TODO: 实现视口设置
}

void VulkanRenderer::setVSync(bool enabled) {
    // TODO: 实现垂直同步设置
}

void VulkanRenderer::setBlendMode(BlendMode mode) {
    // TODO: 实现混合模式设置
}

void VulkanRenderer::setViewProjection(const glm::mat4 &matrix) {
    // TODO: 实现视图投影矩阵设置
}

void VulkanRenderer::pushTransform(const glm::mat4 &transform) {
    // TODO: 实现变换矩阵入栈
}

void VulkanRenderer::popTransform() {
    // TODO: 实现变换矩阵出栈
}

glm::mat4 VulkanRenderer::getCurrentTransform() const {
    return glm::mat4(1.0f);
}

Ptr<Texture> VulkanRenderer::createTexture(int width, int height, const uint8_t *pixels, int channels) {
    // TODO: 实现Vulkan纹理创建
    return nullptr;
}

Ptr<Texture> VulkanRenderer::loadTexture(const std::string &filepath) {
    // TODO: 实现Vulkan纹理加载
    return nullptr;
}

void VulkanRenderer::beginSpriteBatch() {
    // TODO: 实现精灵批处理开始
}

void VulkanRenderer::drawSprite(const Texture &texture, const Rect &destRect,
                              const Rect &srcRect, const Color &tint, float rotation,
                              const Vec2 &anchor) {
    // TODO: 实现精灵绘制
}

void VulkanRenderer::drawSprite(const Texture &texture, const Vec2 &position,
                              const Color &tint) {
    // TODO: 实现简化精灵绘制
}

void VulkanRenderer::endSpriteBatch() {
    // TODO: 实现精灵批处理结束
}

void VulkanRenderer::drawLine(const Vec2 &start, const Vec2 &end, const Color &color,
                            float width) {
    // TODO: 实现线条绘制
}

void VulkanRenderer::drawRect(const Rect &rect, const Color &color, float width) {
    // TODO: 实现矩形边框绘制
}

void VulkanRenderer::fillRect(const Rect &rect, const Color &color) {
    // TODO: 实现矩形填充
}

void VulkanRenderer::drawCircle(const Vec2 &center, float radius, const Color &color,
                              int segments, float width) {
    // TODO: 实现圆形边框绘制
}

void VulkanRenderer::fillCircle(const Vec2 &center, float radius, const Color &color,
                              int segments) {
    // TODO: 实现圆形填充
}

void VulkanRenderer::drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
                                const Color &color, float width) {
    // TODO: 实现三角形边框绘制
}

void VulkanRenderer::fillTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
                                const Color &color) {
    // TODO: 实现三角形填充
}

void VulkanRenderer::drawPolygon(const std::vector<Vec2> &points, const Color &color,
                               float width) {
    // TODO: 实现多边形边框绘制
}

void VulkanRenderer::fillPolygon(const std::vector<Vec2> &points,
                               const Color &color) {
    // TODO: 实现多边形填充
}

Ptr<FontAtlas> VulkanRenderer::createFontAtlas(const std::string &filepath, int fontSize,
                                             bool useSDF) {
    // TODO: 实现字体图集创建
    return nullptr;
}

void VulkanRenderer::drawText(const FontAtlas &font, const std::string &text,
                            const Vec2 &position, const Color &color) {
    // TODO: 实现文本绘制
}

void VulkanRenderer::drawText(const FontAtlas &font, const std::string &text, float x,
                            float y, const Color &color) {
    // TODO: 实现文本绘制
}

void VulkanRenderer::resetStats() {
    stats_ = Stats{};
}

} // namespace extra2d
